That's because I'm using GemShell. It's tool that generates executables using, under the hood, Neutralino which is similar to Tauri (uses the OS's webview rather than packaging a Chromium instance).
Hi everyone!
I'm the dev behind this work-in-progress game.
This post was intended for my existing audience and I didn't expect for it to be posted on HN.
Anyway, now that it's here, feedback on performance is still very much appreciated!
The reason I'm not making this web playable despite being built using web technologies is that I'm targeting Steam for this game. Therefore, I need to make sure the game works well when installed as an executable on Mac, Windows, Linux.
There was already trust established between me and my audience so that's why it felt appropriate to tell them to download executables.
I understand why HN users not familiar with me, would be wary of downloading random executables from the internet. It's a good instinct to have!
KAPLAY is the successor to Kaboom.js which was unfortunately abandoned.
As for Phaser VS KAPLAY:
Performance wise, Phaser is still better however there are perfs improvement coming to KAPLAY.
KAPLAY has an easier to use syntax for its API. Things are easier to do in KAPLAY VS Phaser while being less verbose. Phaser however, has more features considering it's more battle tested since it's been around for far longer.
I recommend joining the KAPLAY discord to see what others are building. I'm not aware of any famous games made in KAPLAY yet.
Nice! This made my day :) Thanks to you and your son for playing my game.
I'm hoping to publish a step by step tutorial soon on how to develop this in JavaScript for anyone interested in learning gamedev.
I usually post my tutorials on my YouTube channel here : https://youtube.com/@jslegenddev
(Plenty of tutorials available already for people interested in JS gamedev)
Without going into the Web/WebAssembly debate,
KAPLAY is just too good as a library to pass up. It's intuitive, easy and comes with a lot built-in. It makes making games actually fun with it's ECS-like API.
If KAPLAY existed as a WASM runtime or in another language, I would use it.
The jumping right before hitting an enemy is intended. If you do this, you can then more reliably land on another enemy right after and gain a x2, x3, etc... combo depending on how many enemies you land on before hitting the ground again.
I don't disagree with your points. However, using React for making the UI portion of your game is still using React for game dev. The default would have been to just make your UI within the canvas itself.
Now in the post, I explained that considering option 1) Using React for the game rendering vs 2) Using React only for the UI, I went with 2) and explained why.
However, I want to thank you for explaining why React is unsuitable for rendering the game itself.
Here is a detailed blog post about the topic : https://www.radicalfishgames.com/?p=6892